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forked from 0ad/0ad

This was SVN commit r11994.

This commit is contained in:
Michael D. Hafer 2012-06-21 22:30:17 +00:00
parent 95a003edb8
commit b35bebbdbf
4 changed files with 465 additions and 0 deletions

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RMS.LoadLibrary("rmgen");
//random terrain textures
var tGrass = ["desert_sand_dunes_100", "desert_dirt_cracks","desert_sand_smooth", "desert_dirt_rough", "desert_dirt_rough_2", "desert_sand_smooth"];
var tDune = ["desert_sand_dunes_50"];
var tBigDune = ["desert_sand_dunes_50"];
var tGrassPForest = "forestfloor_dirty";
var tForestFloor = "desert_forestfloor_palms";
var tGrassA = ["desert_dirt_persia_1", "desert_dirt_persia_2"];
var tGrassB = "dirta";
var tGrassC = "medit_dirt_dry";
var tHill = ["desert_dirt_rocks_1", "desert_dirt_rocks_2", "desert_dirt_rocks_3"];
var tDirt = ["desert_lakebed_dry", "desert_lakebed_dry_b"];
var tRoad = "desert_city_tile";;
var tRoadWild = "desert_city_tile";;
var tGrassPatch = "desert_dirt_rough";;
var tShoreBlend = "desert_sand_wet";
var tShore = "dirta";
var tWater = "desert_sand_wet";
// gaia entities
var ePalmShort = "gaia/flora_tree_cretan_date_palm_short";
var ePalmTall = "gaia/flora_tree_cretan_date_palm_tall";
var eBush = "gaia/flora_bush_berry";
var eChicken = "gaia/fauna_chicken";
var eCamel = "gaia/fauna_camel";
var eGazelle = "gaia/fauna_gazelle";
var eLion = "gaia/fauna_lion";
var eLioness = "gaia/fauna_lioness";
var eStoneMine = "gaia/geology_stonemine_desert_quarry";
var eStoneMineSmall = "gaia/geology_stone_desert_small";
var eMetalMine = "gaia/geology_metal_desert_slabs";
// decorative props
var aFlower1 = "actor|props/flora/decals_flowers_daisies.xml";
var aWaterFlower = "actor|props/flora/water_lillies.xml";
var aReedsA = "actor|props/flora/reeds_pond_lush_a.xml";
var aReedsB = "actor|props/flora/reeds_pond_lush_b.xml";
var aRock = "actor|geology/stone_desert_med.xml";
var rba6 = "actor|geology/stone_desert_med";
var aBushA = "actor|props/flora/bush_desert_dry_a.xml";
var aBushB = "actor|props/flora/bush_desert_dry_a.xml";
var aSand = "actor|particle/blowing_sand.xml";
var pForestD = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor];
var pOasisForestLight = [tForestFloor + TERRAIN_SEPARATOR + ePalmShort, tForestFloor + TERRAIN_SEPARATOR + ePalmTall, tForestFloor,tForestFloor,tForestFloor
,tForestFloor,tForestFloor,tForestFloor,tForestFloor];
const BUILDING_ANGlE = 0.75*PI;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
var clDune = createTileClass();
for (var ix = 0; ix < mapSize; ix++)
{
for (var iz = 0; iz < mapSize; iz++)
{
var x = ix / (mapSize + 1.0);
var z = iz / (mapSize + 1.0);
placeTerrain(ix, iz, tGrass);
}
}
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = shuffleArray(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
var placer = undefined;
var fx = 0; var fz = 0;
var ix =0; var iz = 0;
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var elevation = 20;
// get the x and z in tiles
fx = fractionToTiles(playerX[i]);
fz = fractionToTiles(playerZ[i]);
ix = round(fx);
iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create the city patch
var cityRadius = radius/3;
placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new LayeredPainter([tRoadWild, tRoad], [1]);
createArea(placer, painter, null);
// get civ specific starting entities
var civEntities = getStartingEntities(id-1);
// create starting units
createStartingPlayerEntities(fx, fz, id, civEntities, BUILDING_ANGlE)
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
var group = new SimpleGroup(
[new SimpleObject(eChicken, 5,5, 0,3)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(eBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = radius*1.3;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(eMetalMine, 1,1, 0,0),new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3),new SimpleObject(ePalmShort, 2,2, 2,3),new SimpleObject(ePalmTall, 1,1, 2,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
mX = round(fx + mDist*1.5 * cos(mAngle + PI/1.578));
mZ = round(fz + mDist*1.5 * sin(mAngle + PI/1.578));
group = new SimpleGroup(
[new SimpleObject(eMetalMine, 1,1, 0,0),new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3),new SimpleObject(ePalmShort, 2,2, 2,3),new SimpleObject(ePalmTall, 1,1, 2,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(eStoneMine, 1,1, 0,2),new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3),new SimpleObject(ePalmShort, 2,2, 2,3),new SimpleObject(ePalmTall, 1,1, 2,2)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
mX = round(fx + mDist * 1.4 * cos(mAngle - PI /2.46));
mZ = round(fz + mDist * 1.4 * sin(mAngle - PI /2.46));
group = new SimpleGroup(
[new SimpleObject(eStoneMine, 1,1, 0,2),new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 3,3),new SimpleObject(ePalmShort, 2,2, 3,3),new SimpleObject(ePalmTall, 1,1, 3,3)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// Create starting batches of wood
var types = [tForestFloor, pForestD]; // some variation
var forestX = 0;
var forestY = 0;
var forestAngle = 0;
do {
forestAngle = mAngle + randFloat(PI/2, (2*PI)/3);
var forestDist = radius * 1.2;
forestX = round(fx + forestDist * cos(forestAngle));
forestY = round(fz + forestDist * sin(forestAngle));
placer = new ClumpPlacer(70, 1.0, 0.5, 10,forestX,forestY);
painter = new LayeredPainter(types, [0] );
} while (createArea( placer, [painter, paintClass(clBaseResource)], avoidClasses(clBaseResource, 0) ) === undefined);
// creating the water patch explaining the forest
do {
var watAngle = forestAngle + randFloat((PI/3), (5*PI/3));
var watX = round(forestX + 6 * cos(watAngle));
var watY = round(forestY + 6 * sin(watAngle));
placer = new ClumpPlacer(60, 0.9, 0.4, 5,watX,watY);
terrainPainter = new LayeredPainter( [tShore,tShoreBlend], [1] );
painter = new SmoothElevationPainter(ELEVATION_MODIFY, -5, 3);
group = new SimpleGroup( [new SimpleObject(aFlower1, 1,5, 0,3)], true, undefined, round(forestX + 3 * cos(watAngle)),round(forestY + 3 * sin(watAngle)) );
createObjectGroup(group, 0);
group = new SimpleGroup( [new SimpleObject(aReedsA, 1,3, 0,0)], true, undefined, round(forestX + 5 * cos(watAngle)),round(forestY + 5 * sin(watAngle)) );
createObjectGroup(group, 0);
} while (createArea( placer, [terrainPainter, painter], avoidClasses(clBaseResource,0) ) === undefined);
// TODO: add a few random trees here and there
}
RMS.SetProgress(20);
// create bumps
log("Creating bumps...");
placer = new ClumpPlacer(scaleByMapSize(20, 50), 0.3, 0.06, 1);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 2);
createAreas(
placer,
painter,
avoidClasses(clWater, 5, clPlayer, 10, clBaseResource, 6),
scaleByMapSize(30, 70)
);
log("Creating Dunes...");
placer = new ClumpPlacer(100, 0.3, 0.06, 1);
var terrainPainter = new TerrainPainter(tDune);
painter = new SmoothElevationPainter(ELEVATION_MODIFY, 18, 25);
createAreas(
placer,
[terrainPainter, painter],
avoidClasses(clWater, 13, clPlayer, 10, clBaseResource, 6),
scaleByMapSize(15, 50)
);
log("Creating actual oasis...");
var size = mapSize * 0.2;
size *= size;
//var lSize = sqrt(sqrt(sqrt(scaleByMapSize(1, 6))));
fx = fractionToTiles(0.5);
fz = fractionToTiles(0.5);
ix = round(fx);
iz = round(fz);
placer = new ClumpPlacer(size*1.1, 0.8, 0.2, 10, ix, iz);
terrainPainter = new LayeredPainter(
[pOasisForestLight,tShoreBlend, tWater, tWater, tWater], // terrains
[scaleByMapSize(6,20),3, 5, 2] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, // type
-3, // elevation
15 // blend radius
);
createArea(placer, [terrainPainter, elevationPainter, paintClass(clWater)], null);
RMS.SetProgress(50);
if(mapSize > 150)
{
log ("creating path through");
var pAngle = randFloat(0, TWO_PI);
var px = round(fx) + round(fractionToTiles(0.13 * cos(pAngle)));
var py = round(fz) + round(fractionToTiles(0.13 * sin(pAngle)));
var pex = round(fx) + round(fractionToTiles(0.13 * -cos(pAngle)));
var pey = round(fz) + round(fractionToTiles(0.13 * sin(pAngle + PI)));
var path = new PathPlacer(px,py,pex,pey,scaleByMapSize(7,18), 0.4,1,0.2,0)
terrainPainter = new TerrainPainter(tGrass);
elevationPainter = new SmoothElevationPainter(ELEVATION_MODIFY, 4, 5 );
createArea(path, [terrainPainter, elevationPainter, paintClass(clDirt)], null);
}
log("Creating stone mines...");
// create large stone quarries
group = new SimpleGroup([new SimpleObject(eStoneMine, 1,1, 0,0),new SimpleObject(ePalmShort, 1,2, 3,3),new SimpleObject(ePalmTall, 0,1, 3,3)
,new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3)], true, clRock);
createObjectGroups(group, 0,
avoidClasses(clWater, 10, clForest, 1, clPlayer, 30, clRock, 10,clBaseResource, 2, clHill, 1),
scaleByMapSize(6,25), 100
);
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(eMetalMine, 1,1, 0,0),new SimpleObject(ePalmShort, 1,2, 2,3),new SimpleObject(ePalmTall, 0,1, 2,2)
,new SimpleObject(aBushB, 1,1, 2,2), new SimpleObject(aBushA, 0,2, 1,3)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clWater, 10, clForest, 1, clPlayer, 30, clMetal, 10,clBaseResource, 2, clRock, 10, clHill, 1),
scaleByMapSize(6,25), 100
);
RMS.SetProgress(65);
/*
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(rba5, 1,3, 0,1)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(16, 262), 50
);
// create large decorative rocks
log("Creating large decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(rba5, 1,2, 0,1), new SimpleObject(rba5, 1,3, 0,2)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clWater, 0, clForest, 0, clPlayer, 0, clHill, 0),
scaleByMapSize(8, 131), 50
);
RMS.SetProgress(70);
*/
log("Creating small decorative rocks...");
group = new SimpleGroup( [new SimpleObject(aRock, 2,4, 0,2)], true, undefined );
createObjectGroups(group, 0, avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20), 30, 10 );
RMS.SetProgress(70);
// create deer
log("Creating Camels...");
group = new SimpleGroup(
[new SimpleObject(eCamel, 1,2, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
1 * numPlayers, 50
);
RMS.SetProgress(75);
// create sheep
log("Creating Gazelles...");
group = new SimpleGroup(
[new SimpleObject(eGazelle, 2,4, 0,2)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clForest, 0, clPlayer, 10, clHill, 1, clFood, 20),
1 * numPlayers, 50
);
RMS.SetProgress(85);
// create lions
log("Creating Oasis Animals...");
for (var p = 0; p < scaleByMapSize(5,30); p++)
{
fx = fractionToTiles(0.5);
fz = fractionToTiles(0.5);
var aAngle = randFloat(0, TWO_PI);
var aDist = fractionToTiles(0.11);
var animX = round(fx + aDist * cos(aAngle));
var animY = round(fz + aDist * sin(aAngle));
group = new RandomGroup(
[new SimpleObject(eLion, 1,2, 0,4),new SimpleObject(eLioness, 1,2, 2,4),new SimpleObject(eGazelle, 4,6, 1,5),new SimpleObject(eCamel, 1,2, 1,5)], true, clFood, animX,animY);
createObjectGroup(group, 0);
}
/*
var planetm = 8;
//create small grass tufts
log("Creating small grass tufts...");
group = new SimpleGroup(
[new SimpleObject(rba1, 1,2, 0,1, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 2, clPlayer, 2, clDirt, 0),
planetm * scaleByMapSize(13, 200)
);
*/
RMS.SetProgress(90);
RMS.SetProgress(95);
// create bushes
log("Creating bushes...");
group = new SimpleGroup(
[new SimpleObject(aBushB, 1,2, 0,2), new SimpleObject(aBushA, 2,4, 0,2)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 2, clHill, 1, clPlayer, 1, clDirt, 1),
scaleByMapSize(10, 40), 20
);
log ("Creating Sand blows and beautifications");
for (var sandx = 0; sandx < mapSize; sandx += 4)
{
for (var sandz = 0; sandz < mapSize; sandz += 4)
{
if (getHeight(sandx,sandz) > 3.4)
{
if (Math.random()* 1.4 < getHeight(sandx,sandz) - 3.4)
{
group = new SimpleGroup( [new SimpleObject(aSand, 0,1, 0,2)], true, undefined, sandx,sandz );
createObjectGroup(group, 0);
}
} else if (getHeight(sandx,sandz) > -2.5 && getHeight(sandx,sandz) < -1.0)
{
if (Math.random() < 0.4)
{
group = new SimpleGroup( [new SimpleObject(aWaterFlower, 1,4, 1,2)], true, undefined, sandx,sandz );
createObjectGroup(group, 0);
} else if (Math.random() > 0.3 && getHeight(sandx,sandz) < -1.9)
{
group = new SimpleGroup( [new SimpleObject(aReedsA, 5,12, 0,2),new SimpleObject(aReedsB, 5,12, 0,2)], true, undefined, sandx,sandz );
createObjectGroup(group, 0);
}
}
}
}
setSkySet("sunny");
setSunColour(0.8,0.55,0.26);
setSunRotation(PI/3);
setSunElevation(0.785398/1.9);
setWaterTint(0.411765,0.466667,0.3); // muddy brown
setWaterReflectionTint(0.55, 0.4, 0.55); // muddy brown
setWaterMurkiness(1.2);
setWaterShininess(1.46484);
setWaterWaviness(2);
setWaterColour(0.294118,0.34902,0.694118);
setWaterReflectionTintStrength(0.199219);
setTerrainAmbientColour(0.392157, 0.47451, 0.654902);
setUnitsAmbientColour(0.501961, 0.501961, 0.501961);
// Export map data
ExportMap();

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{
"settings" : {
"Name" : "Oasis",
"Script" : "oasis.js",
"Description" : "Players start around a small oasis in the center of the map which holds much of the available wood on the map",
"BaseTerrain" : ["medit_dirt", "medit_dirt_b", "medit_dirt_c"],
"BaseHeight" : 1,
"CircularMap" : true,
"XXXXXX" : "Optionally define other things here, like we would for a scenario"
}
}